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Such as on an online portfolio, resume, or in some manner that landed you an interview/job?
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I wish that didn't sound so reasonable... I've thought much the same thing. :<I would advise against this, unless you're applying for a game company closely related to what you were doing. Game modding is otherwise generally frowned upon, and it only gets worse if you're really proficient at it, because it means you've essentially wasted a bunch of your time modding a game instead of learning to use the technology used in the real world, or got better at your field in general.
I actually asked one of my uni professors the same question, and their answer was pretty much what I told you here.
Just at the right amount will do fine.
Maybe you can present it just as hobby, and that you enjoyed working with others on some project where writing coding concepts is involved. Rest depends pretty much on company and maybe situation, and if you see they actively show more interest.I think it's really about how you present it.
src
- Wrote VB applications to control nuclear reactor. Real-time control and monitoring of systems handling 10,000 unique data inputs per second.
- Wrote advanced algorithms in C# to detect imminent system failure, which were used within a Web-based application.
- Created Web service in C# to allow partners to access data in a secure, reliable, and responsive manner; typical data set was 1,000,000 rows and concurrency challenges needed to be overcome at the database and application layers.
- Made Naruto Spell Pack in Warcraft III.
I would advise against this, unless you're applying for a game company closely related to what you were doing. Game modding is otherwise generally frowned upon, and it only gets worse if you're really proficient at it, because it means you've essentially wasted a bunch of your time modding a game instead of learning to use the technology used in the real world, or got better at your field in general.
I actually asked one of my uni professors the same question, and their answer was pretty much what I told you here.
Nope, he's right. Your main pitch in an interview is an extremely short window, and you'll waste it trying to explain a game mod in a way that captivates an employer, or really anyone outside of the franchise. Nobody is saying it's shit, but it's very likely not what they want to hear, and that's all there is to it.I would have to disagree to some extent, compared to what? Most of your fellow students don't have any side projects.
Also there is a difference between modders, take a person like Fingolfin, surely top 1%. No doubt to my mind the man could leverage his projects quite well, if he presents it in the right way.
This is perfect.I got my start in game dev modding WC2, then Starcraft, then WC3. Modding Warcraft games is responsible for making me decide I wanted to make games. Now I make games for a living.
As for whether to bring up your modding to potential employers: I'm of the belief that any skill that takes you time and effort to learn and master is something you can potentially leverage as a strength in your career. The startup you're applying to might not hire a community product manager simply because they're a modder - but they might be interested in a candidate with experience collaborating with other tech creatives, or implementing a rigorous system for finding and tracking bugs in your work, or any of the other zillion things that modding might have taught you. I don't think it's taboo to discuss those experiences, as long as you find the right way to package it. (I have a section at the bottom of my resume dedicated to "Passion Projects", for example.)
At the end of the day, everything you've worked on is experience doing something, even if you weren't paid for it - and any kind of experience has potential weight.
Jake's correct in a way, but it's also worth noting that it takes a very professional approach and a quality product for a modding project to really be something worth putting into a resume (that your employer should care about). Most modders just don't make professional grade resources or end products (maps). Employers want people who can create/conceptualize/design great products in the team context, while also having the necessary skills for their position.
Anything you mention better be a quality product, regardless if it's wc3 or something else.
Yeah and to be clear: I think in most situations, the experience/skills gained are actually more worth talking about than the product itself. I don't think I'd show a WC3 mod I made unless it was directly relevant to the position (say, a level design gig) - but I might mention modding as an extracurricular on my resume, and then use it in interviews as an opportunity to discuss skills I feel I've learned from my experience as a modder.
This post wasn't a dig at the OP and/or pudge wars (he explained all those things himself in his post anyways), it can be generalized for most wc3 maps in the context of programming and general "modding", and how little it is actually worth in the professional world.
Yeah, this is more in line with what @Jake Kessler was saying (both times); your earlier response to him seemed to indicate to me you hadn't actually understood what he meant (which was of course: "would not mention anything specific to Wc3/modding/maps/etc, but would try to express the *experience* & *job-related skills* brought about by modding.).In one interview I was asked why I started programming in first place, and I did bring up warcraft 3, and how it lead to me learning java/python/studying software engineering/etc. I didn't talk about things I have worked on in wc3, or anything specific, it was just a mention that game modding is what got me into programming, and that's all. Sometimes it is good to omit things you don't think your employers/interviewer will like, but I saw no reason to, at that point, since the job in question had to do with game programming to begin with and I even got the position I applied for, but after a few months I realized the job wasn't really what I was looking for so I quit in the end.
OmgMade Naruto Spell Pack in Warcraft III.
I tend to agree it is frowned upon. Employers have no idea games like Dota, LoL, stand-alone TDs out there all owe to Wc3. They have no idea Wc3 modding was something absolutely groundbreaking. When they think of video games, they're probably thinking of the FPSes and car racing games I see everybody playing. These are more popular.Honestly, I cannot see anything wrong with that
But be careful with mentioning that you like game programming / stuff to non-game studios. As when I've ever done that on a job interview, the interviewer tends to become a bit scared that I will just work at the company for a short time until I head for a game studio.
This is funny to me because we're always afraid of people quitting to go make regular software, since it pays so much better than games pretty much across the board.